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{{ArticleIcons|allgames=y}}
{{image}}
{{Infobox Item
{{cleanup|SSE explanations/image, general cleanup}}
| title        = Barrel Cannon
| image       = [[File:Barrel Cannon - Donkey Kong Country Tropical Freeze.png]]
| caption      = {{symbol|donkeykong}}<br />Artwork of a Barrel Cannon from ''Donkey Kong Country: Tropical Freeze''.
| series      = {{uv|Donkey Kong}}
| item class  = Heavy item/Trap
| appearance  = ''[[SSB]]''<br/>''[[Melee]]''<br/>''[[Brawl]]''<br/>''[[SSB4]]''<br/>''[[Ultimate]]''
|interwiki    = mariowiki
|interwikiname = Super Mario Wiki
|interwikipage = Barrel Cannon
}}
'''Barrel Cannons''' ({{ja|タル大砲|Taru Taihō}}, ''Barrel Cannon'') are an element from the {{uv|Donkey Kong}} series that appears in every game of the ''{{b|Super Smash Bros.|series}}'' series.


==Origin==
[[Image:Ssbmitemsbarrelcannon.jpg|thumb|500px|right|Barrel Cannon.]]
[[File:Arrow Barrel DKC2.png|left|thumb]]
Barrel Cannons debuted in ''[[Donkey Kong Country]]'' as a means of travel across large gaps and as a means of accessing bonus games. Present both singly and in "chains", jumping into one would leave a character sitting inside the barrel until they were fired. Many variations on the basic theme existed, including fixed cannons, autofiring cannons, cannons which rotated, cannons which moved back and forth in a line, and combinations thereof. ''{{s|mariowiki|Donkey Kong Country 2: Diddy's Kong Quest}}'' introduced arrow barrels that indicated which direction they would fire, which became the basis for the Barrel Cannons in the ''Smash Bros.'' series.<ref>{{cite web
| url = http://www.youtube.com/watch?v=yXrduzNFBjk
| title = Items (6 of 6) - History Behind Super Smash Bros. Melee
| accessmonthday = 5 Feb
| accessyear = 2011
| author = [http://www.youtube.com/user/CrappyCaptureDevice CrappyCaptureDevice]
| date = 20 Dec, 2007
| format = video
| publisher = YouTube
| quote = Covers the Bunny Hood, Cloaking Device, Arrow Barrel, Egg container item and Capsule container item.
}}</ref> Unlike in the ''Smash Bros.'' games, however, the arrow barrels were always stationary.
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==Overview==
The '''Barrel Cannon''' is an environmental feature in the ''[[Super Smash Bros. (series)|Super Smash Bros.]]'' series as well as an item in ''[[Super Smash Bros. Melee]]''. This item can be picked up and thrown, although the appearance of this item is rather rare, even if the item drop frequency is set on very high prior to battle. Plus, these items disappear very quickly. The first character (other than the original thrower) to touch the cannon will be trapped inside it until they press the A button or are [[KO]]'d when it falls or shoots them offstage.
While its exact behavior varies slightly between games, it operates the same overall. Characters that enter the barrel are temporarily held inside. Pressing any button or waiting long enough will fire the character in whatever direction the barrel is pointing, sending them [[reeling]]; depending on the game, the character might deal damage to enemies they run into.


==As an item==
Touching any Barrel Cannon will cause a character to be stuck inside while the barrel spins around. If A is pressed while inside, the cannon will shoot the occupant in the direction the arrow on the barrel is pointing. If nothing is pressed after a set time limit, the barrel will automatically fire the occupant in the direction it is pointing. It turns the character into a projectile while moving, damaging foes that are hit. Also, a [[tech]] is needed to recover as landing will stun the character.
[[File:Ssbmitemsbarrelcannon.jpg|left|thumb|The Barrel Cannon as an item.]]
In ''[[Super Smash Bros. Melee]]'', Barrel Cannons appear as a rare and quickly-vanishing [[item]], appearing infrequently even if the item drop frequency is set on very high. They can be picked up and thrown as heavy items, or they may become active should they appear on a sufficiently steep slope. Characters other than the thrower that touch an active Barrel Cannon will be trapped inside, and must press a button to fire themselves to escape. Waiting too long to fire may cause the barrel to roll off the stage, making it very difficult to recover if it subsequently fires in the wrong direction. Touching an occupied barrel deals minor damage and knockback. [[Giga Bowser]], {{SSBM|Master Hand}}, and {{SSBM|Crazy Hand}} cannot enter a Barrel Cannon, so they will take damage if one is thrown at them instead.


The bottom of the cannon has the text "2L84ME" on it, which translates to "Too late for me", referencing the difficulty dodging and escaping the Barrel. The same alphanumeric sequence appears on a wooden crate in [[:File:Cranky's Cabin Artwork65.jpg|a piece of official art]] for ''Donkey Kong Country''.
These are permanently placed on the bottom of [[Congo Jungle|Congo (Kongo) Jungle (N64)]] and [[Kongo Jungle|Kongo Jungle (GCN)]] for recovery. They move back and forth and spin around. In the [[Melee]] stage, a [[Klaptrap]] will occasionally get stuck inside. While it is inside, the cannon cannot be used by anyone; those who touch it will be damaged by the Klaptrap. Eventually the Klaptrap will be shot out, occasionally straight up through the stage. This will cause high damage, [[knockback]], and even KO those with high damage.
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==As a stage element==
If a character is in it and another character runs into it, it causes damage (around 16%, but multiple times).
Barrel Cannons appear in various ''Donkey Kong''-related [[stage]]s.


===[[Kongo Jungle (SSB)]] and [[Kongo Falls]]===
On the bottom of the cannon, it says "2L84ME" (Too Late For Me).
In the two Kongo Jungle stages, a single Barrel Cannon floats below the stage, moving back and forth. Characters can enter the barrel at any time to be fired out a short period of time later, or after they press a button. While the Barrel Cannon can be used to recover if the character can't reach the stage, it can rotate unpredictably, resulting in being fired sideways or downwards to a sure [[self-destruct]]. Characters cannot enter occupied barrels.


In the case of Kongo Falls, a [[Klaptrap]] brought down by the rapids can occasionally become stuck in the Barrel Cannon. Touching the Klaptrap-occupied barrel will deal damage to the character in addition to denying entry. Eventually, the Klaptrap will be fired, dealing 30% damage and incredible knockback if it happens to hit anyone.
This item doesn't appear as an item in Brawl like it does in Melee; however, it does appear in the game in certain [[Subspace Emissary]] levels, with some stationary and some moving.


===[[Jungle Hijinxs]]===
There is also [[Barrel cannon glitch|a glitch]] which requires this item and is a variation of the [[Freeze glitch]].  
Barrel Cannons in the Jungle Hijinxs stage have the "starburst" design from ''Donkey Kong Country Returns''. They are used to travel between the stage's two planes. Characters that attempt to use a Barrel Cannon too soon after the previous one (due to still being smoking from the first) may cause the barrel to explode and launch them upwards or downwards, stopping players from simply using them to constantly run away from opponents.  


===The Subspace Emissary===
==As a trophy==
Barrel Cannons appear in [[The Subspace Emissary]] as black, metallic tubes with yellow arrows. They operate in exactly the same way as in the ''Donkey Kong Country'' series - certain parts of certain stages involve precise timing to traverse a chain of Barrel Cannons. Barrel Cannons with a blue highlight under the arrow may be fired manually with no maximum wait time, while others fire immediately.
[[File:Barrel_Cannon_trophy.jpg|thumb]]


Certain Barrel Cannons act as traps, firing the character offscreen during [[ambush]]es and the like.
''The Barrel Cannons were used in Donkey Kong games as a vital means of transportation, and their explosive nature is used similarly in Super Smash Bros. Melee. On the Kongo Jungle stage, one can catch characters as they fall from the main platform. Careful! The Barrel Cannon rotation may accidentally send you flying off the screen.''


===Smash Run===
''Game:'' ''[[Donkey Kong Country]]'' (11/94)
Barrel Cannons appear in [[Smash Run]], using the Subspace Emissary role and design. Unlike ''Brawl'', however, players cannot indefinitely stay in certain Barrel Cannons; rather, they will be shot out after enough time has passed.
 
===Stage Builder===
Cannons similar in purpose to Barrel Cannons appear as objects in {{forwiiu}} and ''[[Super Smash Bros. Ultimate]]''{{'}}s [[Stage Builder]] with a unique design. They can be placed at any rotation and remain fixed, automatically firing anyone who comes into contact with them. The large cannon sends fighters flying farther than the small one.
 
===Classic Mode (SSBU)===
In {{SSBU|Classic Mode}} in ''Ultimate'', the [[Bonus Stage#In Super Smash Bros. Ultimate|Bonus Game]] features a cannon at the end which blasts the player into a portal, ending the stage.
 
==Trophy==
{{see also|List of SSBM trophies (Donkey Kong series)}}
The Barrel Cannon has a trophy in ''Melee''.
{{Trophy
|name=Barrel  Cannon
|image=Barrel Cannon Trophy Melee.png
|desc=The Barrel Cannons were used in Donkey Kong games as a vital means of transportation, and their explosive nature is used similarly in Super Smash Bros. Melee. On the Kongo Jungle stage, one can catch characters as they fall from the main platform. Careful! The Barrel Cannon rotation may accidentally send you flying off the screen.
|gamelist={{Trophy games|game1=Donkey Kong Country|release1=11/94}}
|game=Melee
}}
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==Gallery==
<gallery>
Barrel Cannon SSB64.png|The Barrel Cannon at the bottom of Congo Jungle in ''Super Smash Bros''
KJungle_BCannon.png|The Barrel Cannon as it appears in Kongo Jungle in ''Melee''
Barrel.jpg|A Barrel Cannon in the Subspace Emissary in ''Brawl''
Barrel Cannon Smash Run.jpg|A Barrel Cannon in Smash Run in {{for3ds}}.
Barrelstage.png|Cannons in Stage Builder in {{forwiiu}}.
Smashwiki Jungle Hijinxs Barrels.png|A barrel cannon in Jungle Hijinxs
</gallery>
 
==Trivia==
*In ''Ultimate'', for unknown reasons {{SSBU|Peach}} and {{SSBU|Simon}} use different reference nodes for launching compared to their [[Echo Fighter]] counterparts ({{SSBU|Daisy}} and {{SSBU|Richter}}, respectively). This results in Peach being launched closer to the opening than Daisy, thus going further and colliding with fighters or the stage at different times. The same is true for Simon and Richter, though in reverse and to a lesser extent.<ref>[https://docs.google.com/spreadsheets/d/1UdH2L0xi8dO6jyPCcO5e5-8j7SGzezxkeZuF1uP8uOw/edit#gid=963542361&range=LM2 Values for Barrel Cannons]</ref>
 
==References==
<references/>
 
{{SSBMItems}}
{{SubspaceArmy}}
{{Donkey Kong universe}}


{{SSBMItems}} {{Donkey Kong}}
[[Category:Items (SSBM)]]
[[Category:Items (SSBM)]]
[[Category:Trap items]]
[[Category:Trap items]]
[[Category:Trophies (SSBM)]]
[[Category:Trophies (SSBM)]]
[[Category:Item Trophies]]
[[Category:DK Trophies]]
[[Category:Items]]
[[Category:Items]]
[[Category:Stage parts]]
[[Category:Subspace Emissary]]

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